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Page Contents Current As of Patch: 2022-04-05
EM6
The EM6's incredible adaptability on the field makes it popular among NC soldiers.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: LMG
Fire Rate: 600 RPM
Muzzle Velocity: 570m/s
Effective Range: Medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 1100 ms
Damage[?]
Max Damage: 167 before 10m
Min Damage: 125 after 75m
Reload Speed
Short Reload: 4.655s
Long Reload: 5.655s
Ammunition
Magazine Size: 100
Ammunition Pool: 400
Accuracy[?]
Hip Aim
Crouch Still: 3.5 0.03
Move: 4 0.2
Stand Still: 4 0.03
Move: 4.5 0.4
Bloom per Shot: 0.12 0.06
Recoil[?]
Vertical: 0.45
Horizontal, Min/Max: 0.175/0.175
Horizontal Tolerance: 0.7
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 12
First Shot Recoil Multiplier: 1.8x
Data Sources?
Census DBG API source:

EM6 API Data

Census LF API source: EM6 API Data

The EM6 is a light machine gun available to the New Conglomerate. It is unlocked through purchase with Certification Points and Daybreak Cash.

The Esamir Munitions 6 presents an alternative to the NC6 Gauss SAW, one that sacrifices damage-per-shot for a higher rate-of-fire, considerably faster reload speed, and slightly less harsh recoil, plus access to Extended Magazines, although the weapon's overall damage-per-second decreases and performance at range is worsened thanks to an additional tier of damage fall-off.

The EM6 can be most closely compared to the LA1 Anchor, with which it shares the same damage model and muzzle velocity. Where the Anchor specializes in speed, the EM6 trades it for endurance. In exchange for slower reloads, looser minimum hipfire values, and a bouncy side-to-side recoil pattern which hampers precision, the EM6 gains double the base magazine capacity of the LA1 - or up to four times as much with the Extended Magazine equipped.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)

49 OR 30
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
TekLyte Reflex (1x)

49 OR 30
TekLyte's standard reflex sight allows for superior close-range target acquisition over traditional iron sights.
More reticles for this sight available, see full article.
GD RefleXR (2x)

49 OR 30
The RefleXR from Genudine Dynamics includes 2x magnification, making it the preferred sight for urban combat scenarios.
More reticles for this sight available, see full article.
LX Tacti-Eye (3.4x)

49 OR 30
Featuring 3.4x magnification and a simple crosshair, OcuLuxx's Tacti-Eye owes its success to its simplicity and ease of use.
LACO (3.4x)

49 OR 30
Utilizing a holographic red dot and 3.4x magnification, the NC's Laser-Assisted Combat Optics has significant flexibility over other mid-range scopes.
TrueShot (4x)

49 OR 30
The TrueShot makes use of a simple crosshair and 4x magnification. Its lightweight 'box' housing obscures less than typical scopes of its class.
LX Mark IV (4x)

49 OR 30
OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop.
BDS (6x)

49 OR 30
The New Conglomerate's versatile Bold Driver Standard uses a mil-dot reticle and 6x magnification.
Barrel
Compensator

49 OR 100
A compensator redirects gases upward, reducing vertical recoil by 30%, and increasing hipfire cone of fire by 15%. The added sound pressure causes the player to show on the minimap 35m farther away.
Flash Suppressor

49 OR 100
A flash suppressor makes the shooter less visible to the enemy, but increases the range at which you appear on enemy minimaps by 15 meters.
Heavy Barrel

49 OR 100
A heavy barrel reduces cone of fire bloom by 20% while aiming down sights, but reduces aim down sights movement speed by 20%.
Short Barrel

49 OR 100
This shortened barrel reduces cone of fire bloom by 40% when firing from the hip, and increases vertical recoil by 20% while aiming down sights.
Suppressor

49 OR 100
The weapon's muzzle flash and noise generation is reduced, and the player no longer appears on the minimap when firing. In exchange, the weapon's damage falls off 20 meters sooner and bullet velocity is reduced by 15%.
Rail
Angled Forward Grip

49 OR 100
An angled forward grip reduces the vertical recoil of the first shot in a burst by 60%, but increase the side to side recoil of a weapon by 10%.
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Extended Magazine

49 OR 100
Doubles the amount of ammunition in each magazine, and the weapon takes 20% longer to equip and unequip.
Forward Grip

49 OR 100
A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
Ammo
High Velocity Ammunition

49 OR 100
High Velocity Ammunition increases the weapon's projectile velocity by 10% and minimum damage range by 20 meters, but reduces the weapon's maximum damage range by 2 meters.

Damage Fall-off[]

Stats in orange are with High Velocity Ammunition.

  • 167 before 10 meters (8 meters)
  • 143 at 47 meters (57 meters)
  • 125 after 75 meters (95 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-47m47-75m
Infantry Head 344
Torso 6(6)7(7)8(8)
Legs 7(7)8(8)9(9)
Infiltrator Head 344
Torso 6(6)7(7)8(8)
Legs 6(6)7(7)8(8)
Heavy Assault Overshield Head 566
Torso 9(9)11(11)12(12)
Legs 10(10)12(12)13(13)
MAX Head 303540
Torso 60(75)70(88)80(100)
Legs 67(84)78(98)89(112)
Theoretical Time To Kill
Infantry Body part 0m 10m 47m 75m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.2s 0.218s - 0.382s - 0.432s -
Torso 0.5s 0.518s - 0.682s - 0.832s -
Infiltrator Head 0.2s 0.218s - 0.382s - 0.432s -
Torso 0.5s 0.518s - 0.682s - 0.832s -
Heavy Assault Head 0.4s 0.418s - 0.582s - 0.632s -
Torso 0.8s 0.818s - 1.082s - 1.232s -
MAX Head 2.9s 2.918s - 3.482s - 4.032s -
Torso 5.9s 5.918s 7.418s 6.982s 8.782s 8.032s 10.032s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 75m
Link=FlashFlash - 45 (on fire @ 36) 60 (on fire @ 48)
Composite Armor 4 - 59 (on fire @ 47) 78 (on fire @ 63)
Link=HarasserHarasser - 116 (on fire @ 93) 154 (on fire @ 124)
Composite Armor 4 - 139 (on fire @ 111) 185 (on fire @ 148)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 72 (on fire @ 58) 96 (on fire @ 77)
Composite Armor 4 - 80 (on fire @ 64) 106 (on fire @ 85)
Valkyrie Front/Side/Top/Rear 180 (on fire @ 144) 240 (on fire @ 192)
Bottom 360 (on fire @ 288) 480 (on fire @ 384)
Composite Armor 4 Front/Side/Top/Rear 207 (on fire @ 166) 276 (on fire @ 221)
Bottom 414 (on fire @ 331) 552 (on fire @ 442)
Dervish - 140 (on fire @ 112) 187 (on fire @ 150)
Composite Armor 4 - 154 (on fire @ 123) 206 (on fire @ 165)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the EM6. Each ribbon is a standard reward for achieving a set amount of kills with the machine gun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
EM6
Service Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points
Medals earned with the EM6 contribute towards the Light Machine Guns directive tree.

Media[]

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